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Jacob Long 3D Artist / CG Generalist /

[email protected] jakelong.net | linkedin.com/in/jakelong

SUMMARY Senior 3D generalist with 13 years of professional experience in all aspects of computer animation and visualization. Strong passion for aviation, learning new software, and creative problem solving while improving workflows.

EXPERIENCE 3D Artist/Senior Generalist | Zoic Studios - Culver City, CA http://zoicstudios.com 2011 – present Facility 3D Generalist for Episodics, Commercials, and Features • Responsible for creating digital assets, animations, and effects for various TV shows, feature films and commercials including: “Homeland”, “Arrow”, “True Detective”, “Falling Skies”, “Castle”, “Once Upon a Time”, “True Blood”, and “Intelligence” • Tasks include Modeling, Lighting, Shading, Texturing, Animation, Hair, Cloth, Dynamics, and Compositing using Maya, Max, Photoshop, Mari, Nuke and various effects packages and plugins. • Responsible for learning new software quickly, as needed, to develop the required look for any possible asset needed in a shot.

3D Artist | Prologue Films - Venice, CA http://prologuefilms.com 2012 (contract) Cloth dynamics and Technical Animation for the feature film “Jack the Giant Killer” • Responsible for creating digital cloth effects for various characters in the opening sequence shots, Maya and Photoshop. • Provided technical animation to characters and clothing

Art Director/CG Generalist | RoomsAlive/DMA DesignGroup - Orlando, FL 2006 –2011 Digital Asset and Pipeline Creation for “Rooms Alive” • Managed and created 2d and 3d assets for “RoomsAlive”, a hybrid application of pre-rendered and realtime interactive room scenes using Max, Maya, Photoshop, and Shockwave • Created a digital asset pipeline to load 2d textures and 3d models into an online application, where they could be swapped interactively using Shockwave and SQL. • Created virtual room environments and products (modeling, texturing, shading, lighting) that were optimized for realtime loading and swapping. • Scanned products to create tielable 2d textures and created automated workflows in Photoshop to expedite loading thousands of products into the application.

Product Management • Collaborated with third-party developers for the interactivity of “RoomsAlive” using Shockwave as the realtime engine. • Provided QC and bug tracking for employees using SVN and Mantis • Trained artists on creating assets and automating workflows

3D Artist | Flat Earth Productions - Toluca Lake, CA http://flatearthproductions.com 2010 (contract) Created fluid and cloth effects for the feature film “Piranha 3D” • Created underwater blood assets using Maya Fluids and Mental Ray • Developed cloth dynamics for various underwater objects

Cloth Dynamics Artist | CafeFX - Santa Maria, CA 2009 - 2010 Cloth and hair asset creation for the feature film “Alice in Wonderland”, and the Universal Studios ride “Harry Potter and the Forbidden Journey” • Created cloth assets and ran simulations for clothing effects • Research and developed hair solutions for Alice's digital double. Technical Artist/Product Manager | Ballistic Pixel Lab - Orlando, FL 2004-2005 Manage and create workflows for digital assets in “The Digital Design Center”, an online 3D virtual product selection environment for homebuilders. 1. Technical Artist/Administration for “The Digital Design Center” a) Install and manage MySQL database on users machines • Input data/Create tables needed for design changes • Install/Manage ODBC/Other appropriate drivers b) Administer Windows 2000 dedicated server • Email accounts/hosting • Web hosting (HTML, ASP, PHP) • FTP hosting c) Manage communication with third-party developers of the Quest 3D engine. • Create bug reports; ensure quality control • Develop status reports for invoices and sponsors d) Research and development for finalization of product • Research software and ideas for optimizing project pipeline • Manage assets and ensure organization of files and directory structures e) Asset creation • Convert 2D CAD files to 3D Maya files • Model items for real time engine capability f) Scan product samples for texture creation • Run/create PS actions to automate tileable textures g) Product tracking/management • Keep track of and inventory products from multiple vendors • Cross-reference incoming product data with existing data • Record, Scan (color correction, tilling) and store product data 2. Cinematics for “Lords of Everquest” (PC game- Sony Online Ent./Rapid Eye Ent.) a) Cloth simulation for character clothing and hair using Syflex for Maya. b) Scene Setup; Animation over mocap data, camera animation, character placement, scene optimization c) Prepped scenes for render; delegated render shot assignments d) Render wrangling; observing renders to delegate issues 3. Cinematics for “Max and Buddy” (Florida Hospital cinematic series - Edutainment Productions) a) Models/Shaders for sets, environments, and props b) Paint FX for environments c) Cloth simulation for all characters d) Scene setup, render wrangling e) Layout, camera placement f) Convert files to proper format for DVD creation

Lab Specialist | Full Sail University - Winter Park, FL http://www.fullsail.edu 2003-2004 Assisted students in all aspects of computer animation for their final projects • Trained students in proper modeling and animation techniques in Maya • Provided support as students completed their final class in the program.

3D Generalist | Visual Book Productions - Orlando, FL http://www.ilumina.com/ 2001-2003 Created digital assets for Tyndale Publishing's “ilumina” cinematic DVD • Modeled/textured architecture and environmental objects for multiple stories in the DVD/interactive series entitled Ilumina. • Worked with existing models, creating high, medium, and low-res versions for various levels of detail. • Optimized large scene files to speed up the pipeline for demanding deadlines. • Created vegetation, water, facial texture maps, and clothing styles. • Worked with Maya's simulation systems and Syflex to create realistic cloth for characters. Full Sail University EDUCATION & HONORS Computer Animation (A.S.) Winter Park, FL (2001)

Primetime Emmy® Nomination for Outstanding Visual Effects 2013 - “Hemlcok Grove”

Modeling Rigging Fluids Compositing SKILLS Lighting Animation Cloth Training Shading Dynamics Hair/Fur Pipeline Management Texturing Particles Tracking Databases

3d: 2d: Etc: SOFTWARE EXPERIENCE Maya Photoshop MS Office Max Nuke Windows/ XSI Mari SQL Server AutoCAD AfterEffects Cinema4D Premiere Unity Agisoft PhotoScan ZBrush PTGui Vray Flash MentalRay RV PhoenixFD Krakatoa FractureFX Shave Yeti Realflow